@Elizafox We have invented ice physics for the intellectual domain.
@gaditb I only remember ice physics used appropriately in small areas where it was motivated, like a freezer in Deus Ex. Was there a period where it was used extensively?
@ahltorp Super Mario 3 world 6, Donkey Kong Country world 4, Ocarina of Time wearing the hover boots (technically not ICE physics, but), ...
I dunno about a chronologicaly-gated "period" but there are and were definitely places in various games where it got used as a primary hazard for chunks of the game.
Do you just mean "slippery slope" or is there something specific to ice physics that I'm not aware of ?
(which makes me curious, then)
@lienrag More specific -- specifically referencing the way gameplay changes in 2D platformer games (Super Mario, Donkey Kong Country, ...), in levels with ice floors or where there are a bunch of ice blocks.
Movement changes from the rest of the game, so instead of the direction-buttons sending you in that direction, you have more of a component of momentum -- there's effectively less friction programmed in between the character's feet and the ground. They're often regarded as really annoying levels.
So it's joking most directly about the "reduced friction", but also about how in games with ice physics if you move a little you're sliding in that direction further and for a longer time, with less control -- and similarly, if using LLM-chatbot-assistance, it's easy to go in a direction and keep moving in that way for longer time (even with less inputs from the user), harder to change trajectory, and with less control while doing it.
And easier to run full-speed into a wall or a hazard.
@Elizafox If I remember my video game history correctly, the next milestone in jank we should be aiming for is figuring out what the mental equivalent is of 3D Water Levels?